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Wulfhen

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Originally Posted By: Tirien, Master of Bacon Well you didnt actually have COMPLETE control over them. If you did something they really didnt agree with, they would sometimes leave the party, or attack you, ect. Basically if you had a party where everyone was good except for your character, it was a bad idea to go on killing sprees and be evil. True, though I was more referring to the fact you could control them in combat instead of being AI-driven, and the fact when they leveled up you made the choices.
  2. From the sounds of it, the extra party members will be along the lines of those in Baldur's Gate/Baldur's Gate 2. Individual banters, banters with each other, specific quests, etc while you retain complete control over them. Or that might be wishful thinking on my part. <3 BG2 party interaction.
  3. Was mainly thinking of instances of doing a Duo/Trio. Skillpoints are a little more freely available at that point, especially with Muck. And yes, the melee only is a problem but I usually have the fighter run in and grab aggro. The less hits he takes, the less he needs to be healed, which means the more the mage/priest can layeth the aoe smackdown.
  4. Wondering due to a purely defensive measure. If both are checked, Riposte becomes a decent skill for a high level warrior on torment just for having another flat % chance of evading melee attacks. The extra damage is just a bonus.
  5. Is anyone aware if Riposte and Parry are two seperate chances, or if one has to Parry a blow before there is a chance to Riposte it. Also curious if there is a cap to Riposte, and if it is just a flat 3% chance per level. Curious to the amount of damage reflected. Is it a percentage? A flat amount? Does it increase with level?
  6. Oh. I know what they raise. I want to know level intervals. As in, at what levels does Elite Warrior give a bump to Blademaster/Parry? And same for everything else. Heh. I mean, what the skills actually raise is listed under the traits themselves..
  7. I don't suppose anyone has a link or knows what level each trait gives a bonus to? Mostly curious on Natural Warrior, Divine Touched, Pure Spirit, and Natural Mage.
  8. Yup. I just meant for the first round. Have someone run in so the unstable/prime center into the middle, aoe them, whack em from range, and as long as someone is in melee with the sentinel he won't do his constant lightning nukes. Though I suppose that might not work so well with a singleton.. I know when I went through with my torment 4, unless I got someone into melee with him first thing, he would pretty much 2-shot my entire group.
  9. Fairly sure the key to winning the Prime Sentinel fight is you have to be in melee straight away from turn one, and just suffer the aoe flamebursts/hits. It's a lot less damage than if you stand back as he ends up using all his lightning attacks.
  10. Having a blast playing with my current party, reached the Anama lands currently and am about to proceed into the Nest. Still I have questions. Party is at lvl 18, with a makeup of two DT/EW, and one each of DT/NM, DT/PS. All humans. (I know, probably not the wisest but I'm just not that huge a fan of the other races) The two EWs both use polearms, and one has the TU. Aiming for 6 ST, 6 DX, 8 EN currently for them both, and 14 polearm, 6 defense which will probably take another level or so. Still uncertain what to go for on QA/Hardness, and whether it's worth actually leveling parry/QS. My priest and mage.. both have about 40-45 spare points. Just not sure what to spend them on. I've mostly been letting NM/PS level up their magical effiency/spell levels with a point here or there, with an IN 6, EN 8, and bought training in Magery/Spellcraft, threw on about 10 bow levels but for the rest.. dunno. More definate question. Parry is still a flat 3%/2% in Torment and doesn't get adjusted like evade from Gymnastics/Dex? If so.. I'm tempted to get a good 20 odd points or close to it. ..otherwise loving Avernum 5, even on Torment. The Beast was such an awesome fight mostly due to the character himself, while the Prime Sentinel was just wicked. Kept dying in an instant til I realized I should do what I had to do with the flame/acid sentinels. Get someone in combat!
  11. Yup yup. Been saving all the potion/crafting ingredients for later use instead of spending them. Though while the subject has diverted slightly onto equipment... what to aim for? I mean for example, like the vambraces that drop from the mine outside Exodus. The 4% armour, 5% stun resistance, 8% acid, -5 to hit. Are those actually better than the Plate Vambraces or are the item values lying to me? Would seem to me they're more of a novelty item and generally a minor improvement vs some monsters, and a lot worse vs others. Or like the Girdle of Might vs the Blessed Belt. Basically I guess I'm asking.. if the item has worse armour bonus, is it actually worth slotting for the other bonuses? Or is it vendor fodder?
  12. Alright. Let me see if I can summarize some of this.. Strength/Dexterty: A total of 6 each needed for melee characters, and dexterity for ranged to unlock Blademaster/Parry/Sharpshooter. Intelligence: Minimum of 6, more is good. Endurance: It's good.. but no idea how much to go for yet. Melee/Polearm/Bow/Thrown: More is good. Still curious as to what point to aim for primary, and whether it's worth buying 3/3/3 points in the ones you're not using to unlock Disciplines. Quick Action: Decent, couple of ranks? 3-4? 6-8? Quick Strike: Same as above, decent for a couple of ranks? Defense: 6 for parry on melee characters. Hardiness: Couple of points, so 2 ranks or so? More? Still after more.. very hungry for more.
  13. *waves* Hello. New player here to Avernum, and I've been enjoying it a lot. It's an interesting world, and I love exploring it. Problem is, I am by nature something of a min-max player. I don't really want any spoilers, but I am curious about what goals to set in terms of skills to go for, and what I should get. I've checked out quite a lot of the threads, but I still have questions about various things/statistics.. Strength: Just how much to aim for? Is it worth having mages wear the heavier armour too? Is 8 enough? More/Less? If 8 is enough, should that 8 include the 1-2 points available from quests? Dexterity: Same as above. Though, I'm curious as to whether in the harder difficulties it should be less/more as I've read that parry/evading just doesn't work on hard/torment. Intelligence: I've seen the number 6 float around in a lot of analysis posts... does that include bonuses available and why 6? Endurance: How much is enough? More on harder difficulties? How much more? Weapon Skills: How much should you aim for? Is 10 enough for your primary, and then pick up a few points via race/one of the weapon trainers that are supposebly out there to pick up the top level battle techniques? Defense/Quick Action/Hardiness: Should Defense be mostly ignored on harder difficulties, and concentrate on Hardiness? The Special Skills: What ones are actually worth going for beyond purchased training/from traits? Currently playing on Hard, and in the Drake Pillars area. Didn't buy any NL/AL and have been buying it up to 3 on all characters slowly. From what I've read you only need a top of 12 NL/AL before equipment. Been aiming for 10 in primary weapon skills, 6 strength for everyone, 4 dexterity, 6 intelligence (for casters), and 6-8 endurance as I can. I've also been ignoring buying spells, as from everyone I've read only 1 rank of spells is really needed and it's easy enough to find the books from what I've seen. But I'm just.. clueless as to whether that's all too much, too little, and especially clueless on what I should be doing for my defences in hard/torment difficulty. Any advice is greatly appreciated.
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